|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Common|
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Aspect of Gorgon
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.)
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Aspect of Gorgon Discussion
6 months ago
I definitely agree with more Apostles, and would also recommend considering Harvester of Souls, Dictate of Erebos, Grave Pact, Merciless Eviction, and Mortify. If you're looking for cuts, I'd start with Ancestral Vengeance, Aspect of Gorgon, Baneful Omen, Shadows of the Past, Torment of Scarabs, AEther Snap, Asphyxiate, Assassin's Blade, and Fated Return.
9 months ago
Not bad! May want to change to EDH type and you have to add your landbase. I'd suggest 36 lands, so you'll need to cut a few others.
3 or less CMC value cards to consider ( not auto-includes, just value to consider )
Blessing of Leeches lose 1 life on your upkeep, unlimited regenerate creature. Too powerful not to include.
Asha's Favor Vigilance, First Strike
Aspect of Gorgon +1/+3 and Deathtouch
Cartouche of Ambition Lifelink and a -1/-1 counter on a creature of your choice.
Awesome Presence Offensive version of Propaganda.
Cho-Manno's Blessing Protection from colour of choice. Good for preventing damage and becoming unblockable.
Chromatic Armor Protection from colours of choice on the fly for mana.
Cloak of Mists Unblockable
Crab Umbra Pay 3 mana to untap Zur and it has totem armor.
Curiosity Draw cards when Zur deals any damage.
Daily Regimen 2 mana to put a permanent +1/+1 counter on creature as many times as you want.
Daybreak Coronet Bit more expensive, but 2 mana, +3/+3 first strike, vigilance and lifelink.
False Demise Cheat death once.
Glistening Oil infect for 2 mana.
Infinite Authority punishes opponents and rewards you with +1/+1 counters if they attack or block you.
Kithkin Armor 1 mana unblockable by power 3 or greater and sac the aura for prevention of damage to zur from one source
Pemmin's Aura On demand 1 mana shroud for turn and 1 mana to untap zur
Pretender's Claim tap down all lands defending player controlls
Sadistic Glee +1/+1 counter every time any creature dies.
Shade's Form Pay 1 black as many times as you want to give creature +1/+1 until end of turn and when creature dies, return it to the battlefield under your control.
Skeletal Grimace +1/+1 and pay 1 black to regenerate this creature.
Sleeper's Robe Fear and draw a card when you deal combat damage
Strange Augmentation +1/+1 base, potentially +3/+3 for one mana if you have a few different types of cards in your graveyard.
Sultai Runemark +2/+2 deathtouch
Traveler's Cloak Draw a card and Zur gets landwalk for a land type of your choice.
Triclopean Sight Untaps Zur, gives him +1/+1 and vigilance.
Unholy Strength 1 mana +2/+1
auto-includes:Pariah Save's your ass. Pair with indestructability to ignore damage.
Auramancer's Guise +2/+2 for each enchantment. Very overpowered.
Entangler Zur can block all the creatures.
Righteous Authority Esper has +1/+1 buff problems. This will buff Zur significantly and give you additional card draw. With blue and black in your arsenal, card draw shouldn't be a problem.
Sage's Reverie Big +1/+1 buff and big card draw. Play late to mid game to turn Zur from a wimp into one shot killer.
9 months ago
Cards to put in:
Artifacts: Sol Ring, Darksteel Ingot, Commander's Sphere, Rakdos Signet, Boros Signet and other ramp. Maybe some card draw like Skullclamp and sac outlets like Ashnod's Altar. If your creatures are gonna die anyway, may as well get some value off 'em.
Enchantments: Cards like Bloodfire Infusion, Power of Fire, Lightning Prowess, Lavamancer's Skill, Fire Whip, and Aspect of Gorgon and Retreat to Hagra. More things that grant the abilities you're wanting to dish out. Maybe some card draw like Phyrexian Arena would be good here too.
Sorceries: Chandra's Ignition?!?!? How'd this not make the cut? Also other wipes. Especially stuff that gets rid of non-creature permanents. Heck, maybe even Armageddon. Tutors could be here too. Maybe some card draw.
Instants: Pretty good with what you've got in here. Needs a bit more removal probably. Non-creature and creature. You could try Arcbond for a fun time.
That's about all I've got for now. Definitely missing some stuff.
1 year ago
this deck has some really great cards - I particularly like Bloodline Keeper Flip and Vampire Nocturnus. but its mana base is a little off. I ran the playtest a few times. sometimes it's great, sometimes it doesn't have the mana to play its cards.
I'd recommend a mana base of 22 lands. I'd add more red/black lands like Temple of Malice, Foreboding Ruins, and Dragonskull Summit. to do this, I'd remove Rakdos Charm and Aspect of Gorgon. Rakdos charm is better as a sideboard card since it's situational, and Aspect of Gorgon just isn't that good. three mana is way to expensive for +1/+1 and deathtouch :P
also, a card to consider, not because it's super good but just because I like it: Vampire Cutthroat is a solid and fun 1 drop.
cool deck on the whole! good job
1 year ago
I would get some variety in there, but I see no real harm in using so many of the same cards...Also, Aspect of Gorgon seems a bit out of place but I see no downside in using it, just as a note.
1 year ago
I think that this can be a devastating SP and MP deck.
Greatbow Doyen and Brigid, Hero of Kinsbaile are all-stars. Throw Trophy Hunter in there and you've got intense synergy. Scattershot Archer deals with flyers. Crossbow Infantry is great, if you pair him with Armadillo Cloak, Felidar Umbra, or Battle Mastery.
Archers synergize with any creature that is massive, but creates tokens for opponents, like Hunted Troll.
You'll need protection, so Crib Swap is an easy check, because you can easily deal with the 1/1. Same with Afterlife or Beast Within. Selesnya Charm is also good because of the options it provides. If you splash black, there's many more options available.
Pulse of Murasa is also good, but I wouldn't put too many in.
1 year ago
Let's say I play Burning Anger on a creature that has Deathtouch, and use the ability to deal damage to another creature - will Deathtouch trigger and destroy that creature?
The rules say: "Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)" It doesn't say that damage had to be combat damage.
Scenario: Player A plays Dread Slaver, Player A plays Burning Anger on that Dread Slaver, then Player A plays Aspect of Gorgon on the same Dread Slaver, finally Player A taps Dread Slaver to deal damage to Player B's Avatar of Might. -Will the damage destroy Avatar of Might, then return it to the battlefield under Player A's control?
1 year ago
This might be long ONLY because I have a lot to say that may be helpful. Bear with me here!
Galvanic Alchemist would be a wonderful addition to this deck, as you can use it's Soulbond ability on both Axebane Guardian and Doorkeeper, and multiple of all three can potentially lead to an infinite mana/mill combo if you make the correct choices.
Returned Phalanx would be good as well, as it would give some some means of offense, should you have the opportunity to attack.
I would highly recommend that you have some Reach in this deck, as you currently have no way of defending against creatures with Flying. To this end Archers of Qarsi could work really well. Aim High would allow you to untap Axebane Guardian and Doorkeeper as well as give them +2/+2 AND Reach. You should definitely have a 4-of of this. Shape the Sands and Spidery Grasp are likewise potentially helpful.
I really like the thought of using Aspect of Gorgon in this deck. It would turn one of your Defenders into a sturdy, murder-y machine. Considering adding some of these! If not those then maybe Coat with Venom?
Consider dropping or reducing the amount of Gatecreeper Vine. You don't need a lot of mana for this deck at all, so having a weak Defender that pulls a land card won't do too terribly much for you. There are other Defenders that could take that spot and work better for what you want to do.
As your Sideboard would possibly suggest, having a set of counter spells would be helpful in this deck. There are plenty of Common counter spells, like Cancel, Calculated Dismissal, and Counterspell. With counter spells I usually tend to avoid because it can be mana-intensive, but I don't think that would be too big of a deal for this deck so if it works, go for it!
Okay... I think I'm done. I hope this helps!